Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.6.7

Addons

Opt-in Adventurers Parties 1.1.0

Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior.

Playable Naloren Race 1.6.7

Adds Nalore as a playable Elf subrace.

The Naloren have an affinity for water and are adept with mail armor, whips and tridents. They are also known for their great speed and dexterity. Notable talents include the ability to unlock Exotic Weapon Mastery with a generic talent, breathe water, and the ability to equip mail (heavy) armor by meeting the requirement with Constitution rather than Strength. Other talents provide defense and mobility, many of which scale with Dexterity and/or Constitution.

Spirit of the Tides:
For a few turns, increases all powers (physical, mind, spell, and, if you have EoR, steam) and only die when reaching a negative value which scales as a percent of your max life.

Naloren Guard Training:
Passively increaces your max encumbrance, reduces fatigue, and grants one point in Armor Training, and reveals Exotic Weapon Mastery. Wearing mail (heavy) armor will grant you a bonus to movement and attack speeds, and give you a chance to completely negate damage. Taking the fifth talent point changes the requirement for wearing heavy armor and learning Armor Training from Strength to Constituion.

Mercurial:
Constitution will grant Defense and Critical Shrug-off Chance at 2/3s the rate of Dexterity (0.23 def and 0.20 crit shrug per Con). In addition, when afflicted with a negative status effect, you gain a temporary bonus to movement speed and each time you move while the bonus lasts, you will have a chance to shed one negative effect.

Whitewater:
Call on the surging tides to aid you, creating an area of rushing water lasting for 8 turns. You and allies within the area will gain 300% movement speed for one turn, refreshed each turn you remain in the area. Foes in the area will have a 50% chance to be pushed onto an adjcent tile each time they act; if pushed, they will fail all talent use for two turns afterward.

Naloren start with +4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag and a life rating of 10. They have a global speed bonus of 10% and a 30% exp modifier.

Auto-Transmo Gems 1.1.0

Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists.

Inferno Race Pack 1.4.0

Ashes of Urh'Rok 1.6.7

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Lumberjack on the Map 1.3.0

Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately.

Chaotic Race 1.2.2

Adds the chaotic human subrace, which get a random talent on every levelup.

Also has the following option under Gameplay:

Extra Chaotic: This affects who gets random talents on levelup:
Standard: Only the chaotic race does.
All Races: The player gets the talents regardless of their race.
Enemies Too: Everything gets talents on levelup, even enemies.

Charsheet Talents Improvement 1.2.3

Race: Mummy 1.6.0

Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle.
They start out weak to fire, but quickly overcome that.

Embalming increases Strength and Willpower
Entangle wraps up an enemy, slowing them, with a low cooldown.
Inevitability wears away at the resistances of your enemies as your own resistances mount.
Uniquely, they have a small secondary racial tree that removes detrimental effects.

Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins.

Mummies are initially locked, and unlock in a fairly obvious way.

2.0.0 Update for ToM'E version 1.6.0
-- Lowered exp penalty in line with other races
-- Inevitable can apply with all sources of damage, but more slowly.
-- Breath jar scales with attributes
-- Final racial ability strengthened
-- Bonuses for wearing the Ancient Elven Ruins artifacts
-- Some cosmetic options

1.3.0 Unlock condition added
-- Fixed typos
-- Only mummies skip to the bottom of the pyramid upon entry (since they had to fight their way up in the first place), other races begin at the top.
-- Guardian Golem nerfed, on higher difficulties giving him a fire attack and you fire-weakness was too harsh.

1.1.0 New Starter Zone
-- New zone exists and is functional, but somewhat unpolished. Be sure you kill the boss on the way out.

Plenum Tooltip Custom Edit 1.6.0

This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed.

In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled.

This addon is originally developed by Hachem_Muche and continued by sSs1897.

version changes:

version 2.7 for ToME 1.5.0:

-- updated for cold flames
-- negative life levels now display (for the player only)

Vor'tep 1.6.7

Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop.

Vor'tep have a life rating of 13 and an experience penalty of 30% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN.

Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately.

Vor'tep have the following racial talents:

Trollkin Fortitude
For 5 turns, each magical, physical, or mental detrimental effect applied to you by an enemy will have the duration preemptively reduced by X turns or 50% (rounded up), whichever is greater. If this reduces the duration to 0 or less the effect is completely negated. The power of the effect improves with Constitution.

Trollblood
Passively increases life regen by X and healing modifier by Y%.
Scales only on talent level.

Blood Rush
Sustaining this talent will cause talents to cooldown by one turn at the begining of each turn. This will occur regardless of stuns or other effects that would normally reduce or prevent cooldowns. This will not effect talents with a fixed cooldown.
CAUTION:
This will cause you to take X% of your maximum life as irresistible damage on the first turn, increasing each subsequent turn. Each turn the damage dealt will be 15% greater than the turn before. If your life is below 20% of your maximum at the start of a turn, the sustain will automatically deactivate.
The damage of the effect is reduced by Willpower.

Internal Inscription
You are able to internalize a rune or infusion of your choice. Once chosen, the inscription will be triggered instantly when you are below 15% of your maximum life. This has a cooldown and is the only way to activate the inscription.
Cooldown decreases significantly with talent level and is based only on this talent (the original cooldown of the inscription is completely disregarded).

Turn Separators v2 1.6.0

Description
This is my improved version of Turn Separators mod. writed by David Forrester (aka codefly). It's still add separators -> "--------"
"Have you ever noticed that the newlines in ToME's battle log don't always correspond to where you took your turn? This addon places "--------" turn separator lines at the exact points you made a move so that you can easily tell what has taken place since your last move, and what text corresponds to the turn before that"

I just fixed OoDChecker. This was good idea with update mod in a time, but ...

Original Turn Separators mod by Codefly

Installation:
For Steam users: subscribe to this mod
From site: Download the '%mod_name%.teaa' file and copy them to Game Addon directory: C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
Check (or set) Auto: Active status on this mod in 'Addons' tab on start screen

Remove:
For Steam users: If you would like to remove this mod, you'll have to unsubscribe it's first from Steam and then delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
From site: Delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons

or make it easy in game:
On start screen: Open 'Addons' tab and select "Manual:Disabled" in %mod_name%
That's all.

TK Mindstars Are Weapons 1.5.0

Modifies Beyond the Flesh and related talents so that telekinetically wielded mindstars are treated as weapons, attacking adjacent foes rather then pulling them in from afar.

(One minor exception: the Kinetic Aura, Thermal Aura and Charged Aura talents still follow their original behaviour with mindstars, doing damage to adjacent enemies once per turn rather than extra damage per weapon hit; modifying this behavior was deemed too difficult. We Apologize for the Inconvenience.™)

Forbidden Cults 1.6.7

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

nsrr's Exotic Weapons 1.4.8

Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on.

Tridents are unchanged, aside from rarity.
As vanilla ToME only has artifact whips, this add-on adds base whips of all teirs. Whips require dexterity, have an 80% dexterity damage modifier, and have a +procs damage accuracy bonus (the same as staves).
Additionally, whips and tridents can be purchased from weapon stores (dagger and mace shops, respectively) and purchased from the rand art merchant. Affected shops have had their inventory size slightly increased to adjust for the greaeter variety.

Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on.

Embers of Rage 1.6.7

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the four new tinker classes: Gunslingers, Sawbutchers, Psyshots and Annihilators! Plus a class evolution: Technomancers! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Discordant class (and others) 1.6.7

1) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it.

2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus.

3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos.

4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism.

5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold.

- This is a practice addon intended for personal use, but thank you if you decided to check it out anyway.
- Bonus class: Primitive, master of bump-attack *joke class*

Melinda on the Map 1.1.0

Better Item Description 1.6.6

This addon makes items description easier to read and determine on a glance it's usefulness
- sorts all stats by category - DPS/DEF/MISC
- item's passive power always the same blue color (not a random blue-yellow-pink-green)
- item's usable power - always yellow
- all rarity categories are displayed
- encumbrance value moved to the right under item name
- "on hit" powers always green
- "Stats" have an ornage highlight and placed before others because it's most important one
- Removed many extra-explain details, which any veteran player would not want to read each time
for example, stat "S.pwr/crit" shorten from "Spellpower on spell critical (stacks up to 3 times)"
means you do remember that it can stack only 3 times, and is not so super important anyway
- DLC supported - Orcs/Ashes
- few bug-fixes along the way

Most important thing to remember
- Requirements only shown for those you don't meet. If you want to see all reqs - hold CTRL
- "Phasing" stat means - "Damage Shield penetration", the name was taken from the source and looks good to me, and short enough
- The "-" minus sign at the end of stat mean immunity or reduction of some sort, for example "Blind-" = "Blindness immunity",
- "Max.summ" = Max wilder summons
- "Summ.HP.reg" = Life regen bonus (wilder-summons)
- "Def/telep" = Defense after a teleport
- "Res/telep" = Resist all after a teleport
- "Dur/telep" = New effects duration reduction after a teleport

Sholtar 1.5.5

Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs.
Sholtar are not quite as hardy as other humans, and receive -2 to strength, dexterity and constitution, and have a life rating of 8. On the other hand, they are exceptionally quick-witted, with a bonus of +6 to cunning, an extra generic point every 3 levels, and an experience 'penalty' of -20%.

---

The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability.

The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal.

While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength.

Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set.

Killed by Urkis, the High Tempest at level 17 on the 44th Dusk 122nd year of Ascendancy at 00:56
Killed by Urkis, the High Tempest at level 17 on the 44th Dusk 122nd year of Ascendancy at 02:40
Killed by Urkis, the High Tempest at level 17 on the 44th Dusk 122nd year of Ascendancy at 04:39
Killed by Doomed Shade of Istellis at level 50 on the 9th Haze 123rd year of Ascendancy at 10:20

Class Talents

Cursed / Gloom

1.30

Effective talent level: 6.5Use mode: SustainedRange: 3Cooldown: 0Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a mind powerDescription: A terrible gloom surrounds you, affecting all those who approach to within radius 3. At the end of each game turn, those caught in your gloom must save against your Mindpower, or have a 15% chance to suffer from slowness (30%), stun or confusion (30%) for 3 turns.
The chance increases with your mind speed.
This ability is innate, and carries no cost to activate or deactivate.
Each point in Gloom talents increases your Mindpower (current total: 41).

Gloom

5/5

Effective talent level: 3.9Use mode: PassiveIs: a mind powerDescription: Each turn, those caught in your gloom must save against your Mindpower, or have a 12% chance to be crippled by fear for 3 turns, reducing damage they inflict by -24%. The first time you melee strike a foe after they have been weakened will give you 2 hate.
The chance increases with your mind speed.
Each point in Gloom talents increases your Mindpower (current total: 41).

Weakness

3/5

Effective talent level: 3.9Use mode: PassiveIs: a mind powerDescription: Every time you act, all enemies in your gloom take 27.18 mind damage and 23.48 darkness damage.
The damage scales with your Mindpower.
Each point in Gloom talents increases your Mindpower (current total: 41).

Mindrot

3/5

Effective talent level: 6.5Use mode: PassiveIs: a mind powerDescription: Your gloom has become a sanctuary from the outside world. Damage from any attack that originates beyond the boundary of your gloom is reduced by 28%.
Each point in Gloom talents increases your Mindpower (current total: 41).

Sanctuary

5/5

Psionic / Solipsism

1.40

Effective talent level: 1.4Use mode: PassiveIs: a mind powerDescription: You believe that your mind is the center of everything. Permanently increases the amount of psi you gain per level by 5 and reduces your life rating (affects life at level up) by 50% (one time only adjustment).
You also have learned to overcome damage with your mind alone, and convert 21% of all damage you receive into Psi damage and 21% of your healing and life regen now recovers Psi instead of life.
Converted Psi damage you take will be further reduced by 41.0% (38.9% from character level with the remainder further reduced by 3.4% from talent level).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 20% (currently 70%), reducing your global speed by 1% for each percentage your current Psi falls below this threshold.

Solipsism

1/5

Effective talent level: 5.6Use mode: PassiveIs: a mind powerDescription: You now substitute 66% of your Mental Save for 66% of your Physical and Spell Saves throws (so at 100%, you would effectively use mental save for all saving throw rolls).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
Learning this talent also increases your solipsism threshold by 10% (currently 70%).

Balance

4/5

Effective talent level: 5.6Use mode: PassiveIs: a mind powerDescription: For every percent that your Psi pool exceeds 62%, you gain 1% global speed (up to a maximum of +38%).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25 and will increase your solipsism threshold by 10% (currently 62%).

Clarity

4/5

Effective talent level: 7.0Use mode: PassiveIs: a mind powerDescription: Each time you take damage, you roll 72% of your mental save against it. A successful saving throw can crit and will reduce the damage by at least 50%.
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 10% (currently 70%).

Effective talent level: 3.9Use mode: ActivatedPsi cost: 8Range: melee/personalCooldown: 5Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Depart from your darkest thoughts, randomly appearing up to 4 tiles away. This will create a blast in 4 radius at your departure point, inflicting 243 darkness damage to enemy hit with 40% chance to blind them for 3 turns if they fail to save against your Mindpower.
The damage will increase with your Mindpower.

Aphotic Schism

3/5

Effective talent level: 3.9Use mode: ActivatedPsi cost: 10Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Depart from your disturbing thoughts, randomly appearing up to 5 tiles away. This will create a blast in 4 radius at your departure point, inflicting 315 mind damage to enemy hit with 40% chance to confuse them for 3 turns if they fail to save against your Mindpower.
The damage will increase with your Mindpower.

Melancholic Schism

3/5

Effective talent level: 3.9Use mode: ActivatedPsi cost: 12Range: melee/personalCooldown: 7Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Depart from your painful thoughts, randomly appearing up to 6 tiles away. This will create a blast in 5 radius at your departure point, inflicting 302 physical damage to enemy hit with 40% chance to stun them for 3 turns if they fail to save against your Mindpower.
The damage will increase with your Mindpower.

Agony Schism

3/5

Effective talent level: 2.6Use mode: PassiveIs: a mind powerDescription: Unpleasant personalities gathered inside your psionic gestalt, waiting to break free. Each time you use a Schism talent, you have 26% chance to reset its cooldown and gain 27% of a turn.

Possible fears are:Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well.Despair: Reduces mind resist, mindsave, armour and defence by 52.Terrified: Deals 18.35 mind and 15.85 darkness damage per turn and increases cooldowns by 78%.Haunted: Causes the target to suffer 28.26 mind and 24.41 darkness damage for each detrimental mental effect every turn.

Instill Fear

5/5

Effective talent level: 1.2Use mode: PassiveIs: a mind powerDescription: Heighten the fears of those near to you. Any foe you attempt to inflict a fear upon and who remains in a radius of 8 and in sight of you for 4 (non-consecutive) turns, will take 22.75 mind and 19.65 darkness damage and gain a new fear that lasts for 8 turns.
This effect completely ignores fear resistance, but can be saved against.

Heighten Fear

1/5

Effective talent level: 1.2Use mode: PassiveIs: a mind powerDescription: Impose your tyranny on the minds of those who fear you. When a foe gains a new fear, you have a 25% chance to increase the duration of their heightened fear and one random existing fear effect by 1 turns, to a maximum of 8 turns.
Additionally, you gain 2 Mindpower and Physical power for 5 turns every time you apply a fear, stacking up to 8 times.

Tyrant

1/5

Effective talent level: 0.0Use mode: ActivatedHate cost: 1Range: 4Cooldown: 20Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Panic your enemies within a range of 4 for 3 turns. Anyone who fails to make a mental save against your Mindpower has a 16% chance each turn of trying to run away from you.

Panic

0/5

Psionic / Distortion

1.70

Effective talent level: 0.0Use mode: ActivatedPsi cost: 5Range: 10Cooldown: 3Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Fire a bolt of distortion that ignores resistance and inflicts 21.92 physical damage. This damage will distort affected targets, decreasing physical resistance by 0% and rendering them vulnerable to distortion effects for two turns.
If the bolt comes in contact with a target that's already distorted, a detonation will occur, inflicting 150% of the base damage in a radius of 0.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
At talent level 5, you learn to shape your distortion effects, preventing them from hitting you or your allies.
The damage will scale with your Mindpower.

Distortion Bolt

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 10Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Creates a distortion wave in a radius 1 cone that deals 21.92 physical damage and knocks back targets in the blast radius.
This damage will distort affected targets, decreasing physical resistance by 0% and rendering them vulnerable to distortion effects for two turns.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
If the target is already distorted, they'll be stunned for 0 turns as well.
The damage will scale with your Mindpower.

Distortion Wave

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 20Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Ravages the target with distortion, inflicting 6.99 physical damage each turn for 2 turns.
This damage will distort affected targets, decreasing physical resistance by 0% and rendering them vulnerable to distortion effects for two turns.
If the target is already distorted when Ravage is applied, the damage will be increased by 50% and the target will lose one beneficial physical effect or sustain each turn.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
The damage will scale with your Mindpower.

Ravage

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 30Range: 10Cooldown: 24Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Create a powerful maelstorm for 2 turns. Each turn, the maelstrom will pull in targets within a radius of 1, and inflict 6.99 physical damage.
This damage will distort affected targets, decreasing physical resistance by 0% and rendering them vulnerable to distortion effects for two turns.
Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
The damage will scale with your Mindpower.

For 5 turns, each magical, physical, or mental detrimental effect applied to you by an enemy will have the duration preemptively reduced by 4 turns or 50% (rounded up), whichever is greater.
If this reduces the duration to 0 or less the effect is completely negated.

The power of the effect improves with Constitution.

Trollkin Fortitude

1/5

Effective talent level: 5.0Use mode: PassiveDescription: The blood of trolls is legendary for its ability to quickly repair injuries and speed healing.

Your life regeneration is increased by 4.8 and your healing modifier is increased by 60.0%.

Trollblood

5/5

Effective talent level: 0.0Use mode: SustainedRange: melee/personalFixed Cooldown: 45Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Through force of will you can concentrate the aether in your being into your blood stream, causing your pulse to race at unnatural speeds.
Sustaining this talent will cause talents to cooldown by one turn at the begining of each turn. This will occur regardless of stuns or other effects that would normally reduce or prevent cooldowns. This will not effect talents with a fixed cooldown.

CAUTION:
The aether will burn you from within, causing you to take 4.3% of your maximum life as irresistible damage on the first turn, increasing each subsequent turn. Each turn the damage dealt will be 15% greater than the turn before.
If your health is below 20% of your total life (maximum life + die_at rating, if any) at the start of a turn, the sustain will automatically deactivate.

The damage of the effect is reduced by Willpower.

Blood Rush

0/5

Effective talent level: 0.0Use mode: PassiveCooldown: 52Description: Your connection to nature is innate and a connection to magic has been forced upon your kind. Your fortitude and will allow you to use these connections to internalize a rune or infusion of your choice.

Use your 'Choose Internal Inscription' talent to choose a rune or infusion to internalize, removing the item from your inventory.

Once choosen, the inscription will trigger instantly when you are at less than 15% of your maximum life. This effect has a cooldown (52).

The inscription will inherit the power and any stat scaling the inscription may have had, but the cooldown is based solely on this talent and the inscription may not be activated in any other way.
An internalized inscription does not count toward your limit for the type or maximum numbers of inscriptions. The chosen inscription may be overwritten, but not removed in any other way.

Internal Inscription

0/5

Psionic / False Form

1.30

Effective talent level: 2.6Use mode: ActivatedPsi cost: 25Range: melee/personalFixed Cooldown: 8Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Use your psionic reserve to protect your frail body, converting 196 psi (25% of your current psi) into a psionic shield that can absorb up to 367 damage. The shield last for 6 turns and removes up to 2 detrimental effects when formed. If at least 80 psi is converted, you gain Step Up effect for 2 turns (1000% movement speed until you perform a non-movement action). Beware of crossing your solipsism threshold!

Psionic Form

2/5

Effective talent level: 2.6Use mode: PassiveIs: a mind powerDescription: Your body is just an idea, projected by your mind to interact with the physical realm. You gain 132 maximum psi and your powerful mind is able to anchor your existence until you reach -264 life. Effect will increase with your Cunning.

Effective talent level: 1.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

1/5

Effective talent level: 2.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 21 Defense, 15% Armour hardiness, and 9% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 10 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using daggers.

Dagger Mastery

0/5

Cursed / Gestures

1.30

Effective talent level: 6.5Use mode: SustainedRange: melee/personalTravel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a mind powerDescription: Use a gesture of pain in place of a normal attack to assault the minds of your enemies, inflicting between 135.3 and 270.5 mind damage. If the attack succeeds, there is a 22% chance to stun your opponent for 3 turns.
This strike replaces your melee physical and checks your Mindpower against your opponent's Mental Save, and is thus not affected by your Accuracy or the enemy's Defense. The base damage (doubled) and the critical chance of any Mindstars equipped are added in when this attack is performed.
This talent requires two free or mindstar-equipped hands and has a 25% chance to inflict brainlock, which can critically hit. The damage will increase with your Mindpower.
If attacking with two mindstars the attack will trigger their proc effects, if any.
Mindstars bonuses from damage and physical criticals: (+88 damage, +10 critical chance)

Gesture of Pain

5/5

Effective talent level: 1.3Use mode: PassiveIs: a mind powerDescription: Enhance your Gesture of Pain with a malicious curse that causes any victim that is struck to have all resistances lowered by 8% for 5 turns.

Gesture of Malice

1/5

Effective talent level: 1.3Use mode: PassiveIs: a mind powerDescription: Enhance your mental attacks with a single gesture. You gain +2 mindpower and +1% chance to inflict critical damage with mind-based attacks (current chance is 90%).
Requires two free or mindstar-equipped hands; does not require Gesture of Pain to be sustained.

Gesture of Power

1/5

Effective talent level: 0.0Use mode: PassiveIs: a mind powerDescription: You guard against melee damage with a sweep of your hand. So long as you can use Gestures (Requires two free or mindstar-equipped hands), you deflect up to 5 damage (8.5% of your best free hand melee damage) from up to 2.4 melee attack(s) each turn (based on your cunning). Deflected attacks cannot be crits.
If Gesture of Pain is active, you also have a 2.7% chance to counterattack.

Gesture of Guarding

0/5

Psionic / Notion Rain

1.70

Effective talent level: 6.8Use mode: PassiveIs: a mind powerDescription: You search your subconscious for any undisturbed space left, forming an image of drizzling rain inside your mind. This imaginary rain increases your life regeneration by 4.0% of your max psi (currently: 31) and healing modifier by 19%. Using the rain as cover, you're able to reduce critical multiplier against you by 31% (but always do at least normal damage).

Cerebral Drizzle

4/5

Effective talent level: 6.8Use mode: PassiveIs: a mind powerDescription: Your mind is detached from your body, existing somewhere in a cloud cuckoo land. This increases your Willpower and Cunning by 15. Your body isn't exactly real, you can't take a hit that deals more than 66% of your maximum life.

Mind in the Cloud

4/5

Effective talent level: 8.5Use mode: PassiveIs: a mind powerDescription: Your reality depends on your perspective, as such you focus on guarding your thought. You form an image of metal fortress inside your mind to reduce all damage you take by a flat 52 based on your Willpower. This also grant 65 Mental save.

Prodigies

Effective talent level: 1.0Use mode: PassiveCooldown: 15Description: When casting damaging spells or mind attacks, the release of your willpower can call forth a meteor to crash down near your foes.
The meteor deals 417.50 fire and 358.18 physical damage in radius 2 and stuns enemies for 3 turns.
Lava is created in radius 3 around the impact dealing 196.56 fire damage per turn for 8 turns. This will overwrite tiles that already have modified terrain.
You and your allies take no damage from either effect.

Additionally, your fire damage bonus and resistance penetration is set to your current highest damage bonus and resistance penetration. This applies to all fire damage you deal.
The damage scales with your Spellpower or Mindpower.

Meteoric Crash

1/1

Effective talent level: 1.0Use mode: PassiveDescription: Every day is your lucky day! You gain a permanent +40 luck bonus and 10% to move out of the way of every attack.

Lucky Day

1/1

Effects

talent

Dean of Discord

talent

Mindstorm

talent

Gesture of Pain

talent

Eldritch Form

talent

Gloom

beneficial effect

The creature has found a state of clarity and sees the world for what it is (+36% global speed).

Clarity

Quests

Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs.
They asked about the staff.

A mysterious staff

done

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.
You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city.
You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor.
You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days.
Tannen revealed himself as the vile scum he really is and trapped you in his tower.

Back and there again

done

You have killed Ungolë in Ardhungol and saved the Sun Paladin.

Eight legs of wonder

done

You successfully escorted the injured seer to the recall portal on level 1 of Daikara.
As a reward you improved talent Nature's Touch (+1 level(s)).

Escort: injured seer (level 1 of Daikara)

done

You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell.
As a reward you improved mental save by +12.

Escort: injured seer (level 7 of Dreadfell)

done

You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest.
As a reward you improved spell save by +12.

Escort: lone alchemist (level 2 of Old Forest)

done

You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell.
As a reward you improved spell save by +12.

Escort: lone alchemist (level 3 of Dreadfell)

done

You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell.
As a reward you improved talent Resonance Field (+1 level(s)).

Escort: lost defiler (level 6 of Dreadfell)

done

You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell.
As a reward you improved spell save by +12.

Escort: lost sun paladin (level 2 of Dreadfell)

done

You successfully escorted the lost tinker to the recall portal on level 2 of Daikara.
As a reward you improved talent Endless Endurance (+1 level(s)).

Escort: lost tinker (level 2 of Daikara)

done

You successfully escorted the repented thief to the recall portal on level 3 of Old Forest.
As a reward you improved talent Misdirection (+1 level(s)).

Escort: repented thief (level 3 of Old Forest)

done

You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor.
As a reward you improved Willpower by +5.

Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)

done

You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.
Seek the Sorcerers and stop them before they bend the world to their will.
To enter, you will need the four orbs of command to remove the shield over the peak.
The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride.

Falling Toward Apotheosis

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

Orcs were spotted with the staff you seek in an arid waste in the southern desert.
You should go investigate what is happening there.

Important news

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.

Let's hunt some Orc

done

You found an ancient tome about gems.
You should bring it to the jeweler in the Gates of Morning.
Limmir told you to look for the Valley of the Moon in the southern mountains.

Lost Knowledge

done

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Shade.

Of trolls and damp caves

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress power system.* You have unlocked the hall of reflections.* The fortress shadow has asked that you come back as soon as possible.* The fortress shadow has asked that you come back as soon as possible.

The fortress's current energy level is: 1677.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.
* You have slain Urkis. Return to Angolwen or Zigur for a reward.

Storming the city

done

You arrived through the farportal in a cave, probably in the Far East.
Upon arrival you met an Elf and an orc fighting.
You decided to side with the Elven lady.
Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.

Strange new world

done

You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.
This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption!
Whatever their plan may be, they must be stopped at all cost.
The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time.
Honor their sacrifice; do not let the orcs finish their work!

You arrived in time and interrupted the ritual. The sorcerers have departed.
Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.

The Doom of the World!

done

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

done

You have found an orb of command that seems to be used to open the shield protecting the High Peak.
There seems to be a total of four of them. The more you have the weaker the shield will be.

The Orbs of Command

done

You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.
They were trying to bring it back into the world using a human sacrifice.
You failed to protect her when escorting her out of the crypt.

The Sect of Kryl-Feijan

failed

Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad.* You have killed both Ukllmswwik and Slasul, betraying them both.

The Temple of Creation

done

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
4 lumberjacks have died.

The beast within

done

Investigate the bastions of the Pride.* You have destroyed Rak'shor.* You have destroyed Vor.* You have destroyed Grushnak.* You have destroyed Gorbat.

* All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news!

The many Prides of the Orcs

completed

There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.

The wild wild east

done

Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.* You have found a Blood-Runed Athame.* You have found the Resonating Diamond.

There and back again

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

Rush:Puts all charms on 25 cooldownLevel 3.0Pwr.cost 25 out of 25/25.Range 8Travel.spd instantaneousDescription: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.

Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.

Retch:Puts all charms on 30 cooldownLevel 1.0Pwr.cost 30 out of 30/30.Range melee/personalTravel.spd instantaneousDescription: Vomit on the ground around you, healing any undead in the area and damaging anyone else.
Lasts 10 turns and deals 35blight damage or heals48 life.
Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect.
When you stand in your own retch your racial -20% global speed is cancelled.

Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.

Instill Fear:Level 2.4Pwr.cost 18 out of 45/45.Range 8Travel.spd instantaneousIs a mind powerDescription: Instill fear in your foes within 2 radius of a target location dealing 47.71mind and 41.21darkness damage and causing one of 4 possible fears that last for 8 turns.
The targets can save vs your Mindpower to resist the effect.
Fear effects improve with your Mindpower.

Possible fears are:Paranoid: Gives the target an 34% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well.Despair: Reduces mind resist, mindsave, armour and defence by 34.Terrified: Deals 11.74mind and 10.14darkness damage per turn and increases cooldowns by 51%.Haunted: Causes the target to suffer 18.53mind and 16.01darkness damage for each detrimental mental effect every turn.

This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you.

Slime Wave:Level 3.0Pwr.cost 30 out of 30/30.Range melee/personalTravel.spd instantaneousDescription: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 113.08slime damage for 15 turns.
The damage and duration will increase with your Mindpower.

This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall.

Wayist: (Instant)Level 1.0Pwr.cost 60 out of 60/60.Range 4Travel.spd instantaneousIs a mind powerDescription: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help.
Summons up to 3 yeek mindslayers to your side for 6 turns.
All their primary stats will be set to 64 (based on your Willpower and Talent Level).
Your increased damage, damage penetration, and many other stats will be inherited.

The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts.

This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind.

Crimson Robe (12 def, 0 armour)

Inventory

When inscribed on your body:Level 0.0Use mode ActivatedRange melee/personalCooldown 18Travel.spd instantaneousUsage Speed Instant (0% of a turn)Is a nature giftDescription: Activate the infusion to heal for 27% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns.
Its effects scale with your Willpower stat.Inscribe your skin with the infusion.

When inscribed on your body:Level 0.0Use mode ActivatedRange melee/personalCooldown 18Travel.spd instantaneousUsage Speed Instant (0% of a turn)Is a nature giftDescription: Activate the infusion to increase movement speed by 575% for 1 game turn.
You gain 100%stun, daze, and pin immunity during the effect.
Any actions other than movement will cancel the effect.
Note: since you will be moving very fast, game turns will pass very slowly.Inscribe your skin with the infusion.

When inscribed on your body:Level 0.0Use mode ActivatedRange melee/personalCooldown 11Travel.spd instantaneousUsage Speed Instant (0% of a turn)Is a nature giftDescription: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 3 turns.
Also removes cross-tier effects of the affected types for free.Inscribe your skin with the infusion.

When inscribed on your body:Level 0.0Use mode ActivatedRange melee/personalCooldown 10Travel.spd instantaneousUsage Speed Instant (0% of a turn)Is a nature giftDescription: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 42% for 3 turns.
Also removes cross-tier effects of the affected types for free.
Its effects scale with your Cunning stat.Inscribe your skin with the infusion.

These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...

Bleeding Edge:Puts all charms on 20 cooldownLevel 3.0Pwr.cost 20 out of 20/20.Range melee/personalTravel.spd instantaneousDescription: Lashes at the target, doing 154% weapon damage.
If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%.

Rings can have magical properties.

Rhoranik the voratun ring

Writhing Ring of the Hunter 0.1T4 ring jewelry[Unique]Unknown

While equipped:Stats +5Str+5Dex+5Mag+5Wil+5Cun+5ConWhen first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first).

A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it.

Bleeding Edge:Puts all charms on 20 cooldownLevel 3.0Pwr.cost 20 out of 20/20.Range melee/personalTravel.spd instantaneousDescription: Lashes at the target, doing 154% weapon damage.
If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns.Uses 200 power out of 200/200

Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish.
Light around it seems to dim and you can feel its tremendous power simply by touching it.
The Sorcerers seem to have awakened its power."And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust."

Rush:Puts all charms on 25 cooldownLevel 3.0Pwr.cost 25 out of 25/25.Range 8Travel.spd instantaneousDescription: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.

Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.

Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 239.54arcane damage and stunned).Uses 100 power out of 150/150

These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them.

Battle Cry:Puts all charms on 28 cooldownLevel 2.0Pwr.cost 28 out of 28/28.Range melee/personalTravel.spd instantaneousDescription: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit.
All evasion and concealment bonuses are also disabled.
The chance to hit increases with your Physical Power.

A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.

Skullcracker:Puts all charms on 20 cooldownLevel 3.0Pwr.cost 20 out of 20/20.Range melee/personalTravel.spd instantaneousDescription: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 166.4Physical damage.
If the attack hits, the target is confused (32% effect) for 5 turns.
Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses.Confusion power increases with your Dexterity, and chance increases with Accuracy.

A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.

This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands.

Tidal Wave:Level 4.0Pwr.cost 80 out of 150/150.Range melee/personalTravel.spd instantaneousIs a spellDescription: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 10.57cold damage and 11.26physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 4 turns.
All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
The damage and duration will increase with your Spellpower.

Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light.

Track:Puts all charms on 40 cooldownLevel 5.0Pwr.cost 40 out of 40/40.Range melee/personalTravel.spd instantaneousDescription: Sense foes around you in a radius of 57 for 8 turns.
The radius will increase with your Cunning.

Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.

Retch:Puts all charms on 30 cooldownLevel 1.0Pwr.cost 30 out of 30/30.Range melee/personalTravel.spd instantaneousDescription: Vomit on the ground around you, healing any undead in the area and damaging anyone else.
Lasts 10 turns and deals 35blight damage or heals48 life.
Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect.
When you stand in your own retch your racial -20% global speed is cancelled.

A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.

This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.

Prothotipe's Prismatic Eye

Dragon Orb (Orb of Command) 1.0
orb[Plot Item]Unknown

While carried:Stats +6CunUse the orb.Uses 1 power out of 1/1

This orb is warm to the touch.

Dragon Orb (Orb of Command)

Elemental Orb (Orb of Command) 1.0
orb[Plot Item]Unknown

While carried:Stats +6MagUse the orb.Uses 1 power out of 1/1

Flames swirl on the icy surface of this orb.

Elemental Orb (Orb of Command)

Orb of Destruction (Orb of Command) 1.0
orb[Plot Item]Unknown

While carried:Stats +6StrUse the orb.Uses 1 power out of 1/1

Visions of death and destruction fill your mind as you lift this orb.

Orb of Destruction (Orb of Command)

Orb of Undeath (Orb of Command) 1.0
orb[Plot Item]Unknown

While carried:Stats +6DexUse the orb.Uses 1 power out of 1/1

Dark visions fill your mind as you lift the orb. It is cold to the touch.

Orb of Undeath (Orb of Command)

Scrying Orb 1.0
orb[Plot Item]Unknown

While carried:

This orb will automatically identify items you find.

Scrying Orb

Atamathon's Lost Ruby Eye 0.0T5 red gem[Plot Item]

While equipped:
Dmg.mod +12% fireItem imbue powers:
Dmg.mod +12% fire

One of the ruby eyes of the legendary giant golem Atamathon.
It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.

Recall the user to the worldmap after 40 turns.Uses 202 power out of 400/400

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest 2.0
sher'tul chest[Plot Item]Unknown

While carried:Transmogrify all the items in your chest at once (also done automatically when you change level).Uses 0 power out of 1000/1000

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

It Which Writhes 0.0T3 tentacle weird[Legendary]Unknown

While equipped:Stats +3Str+3Dex+3Mag-3Wil+3ConFully Charged!

Reduce the duration of all detrimental effects.Uses 10 power out of 10/10
Activation is instant.

A tiny tentacle. It is rather cute and squishy.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.

Create a radius 3 storm for 5 turns. Each turn, creatures within take 115lightning damage and will be dazed for 1 turn (577 total damage)Puts all charms on 15 cooldown

Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.

warded dragonbone wand of lightning storm [power 530] (15 cooldown)

Burning Star 1.0T3 white gem[Unique]Arcane

While carried:
Light +1Latent Damage Type: LightMap surroundings within range 20.Uses 30 power out of 30/30

The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it.
This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.

WINNER!

The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.

You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.

The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.

Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.

You may continue playing and enjoy the rest of the world.

Achievements

A dangerous secretFound the mysterious staff and told Last Hope about it.
By Istellis the Vor'tep Discordant level 3153rd Regrowth 123rd year of Ascendancy at 21:15see stats

A different point of viewLearned the five chapters of Orc history through loremaster Hadak's tales.
By Istellis the Vor'tep Discordant level 2942nd Regrowth 123rd year of Ascendancy at 23:48see stats

Against all oddsKilled Ukruk in the ambush.
By Istellis the Vor'tep Discordant level 3152nd Regrowth 123rd year of Ascendancy at 03:37see stats

ArachnophobiaDestroyed the spydric menace.
By Istellis the Vor'tep Discordant level 3465th Regrowth 123rd year of Ascendancy at 20:06see stats

Back and there againOpened a portal to the Far East from Maj'Eyal.
By Istellis the Vor'tep Discordant level 402nd Summertide 123rd year of Ascendancy at 14:29see stats

Brave new worldWent to the Far East and took part in the war.
By Istellis the Vor'tep Discordant level 3363rd Regrowth 123rd year of Ascendancy at 06:54see stats

Bringer of DoomKilled a Bringer of Doom.
By Istellis the Vor'tep Discordant level 2933rd Regrowth 123rd year of Ascendancy at 23:28see stats

Can you bear it? So much bearness!Killed Borius in the Bearscape.
By Istellis the Vor'tep Discordant level 1966th Dusk 122nd year of Ascendancy at 16:44see stats

Eye of the stormFreed Derth from the onslaught of the mad Tempest, Urkis.
By Istellis the Vor'tep Discordant level 3632nd Pyre 123rd year of Ascendancy at 03:05see stats

Fear me not!Survived the Fearscape!
By Istellis the Vor'tep Discordant level 2934th Regrowth 123rd year of Ascendancy at 05:43see stats

Fear of FoursKilled all four bosses of the Slime Tunnels.
By Istellis the Vor'tep Discordant level 5016th Haze 123rd year of Ascendancy at 00:29see stats

FlooderDefeated Ukllmswwik while doing his own quest.
By Istellis the Vor'tep Discordant level 415th Flare 123rd year of Ascendancy at 03:26see stats

Gem of the MoonCompleted the Master Jeweler quest with Limmir.
By Istellis the Vor'tep Discordant level 4734th Dusk 123rd year of Ascendancy at 08:56see stats

Guiding HandSaved all escorted adventurers.
By Istellis the Vor'tep Discordant level 3257th Regrowth 123rd year of Ascendancy at 14:57see stats

Home sweet homeDispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Istellis the Vor'tep Discordant level 2942nd Regrowth 123rd year of Ascendancy at 22:17see stats

Invasion from the DepthsStopped a naga invasion by closing their portal.
By Istellis the Vor'tep Discordant level 4732nd Dusk 123rd year of Ascendancy at 22:43see stats

Is that how it feels to be an escort quest?!Got saved from death in the Godfeaster by Malyu and managed to escape.
By Istellis the Vor'tep Discordant level 3616th Pyre 123rd year of Ascendancy at 01:14see stats

Level 10Got a character to level 10.
By Istellis the Vor'tep Discordant level 103rd Summertide 122nd year of Ascendancy at 12:36see stats

Level 20Got a character to level 20.
By Istellis the Vor'tep Discordant level 201st Haze 122nd year of Ascendancy at 19:20see stats

Level 30Got a character to level 30.
By Istellis the Vor'tep Discordant level 3048th Regrowth 123rd year of Ascendancy at 18:52see stats

Level 40Got a character to level 40.
By Istellis the Vor'tep Discordant level 4010th Mirth 123rd year of Ascendancy at 06:01see stats

Level 50Got a character to level 50.
By Istellis the Vor'tep Discordant level 5038th Dusk 123rd year of Ascendancy at 06:03see stats

Merry wintertide!Finish the Santascape event and free the little helper elves.
By Istellis the Vor'tep Discordant level 3617th Pyre 123rd year of Ascendancy at 07:43see stats

OrcristKilled the leaders of the Orc Pride.
By Istellis the Vor'tep Discordant level 5015th Haze 123rd year of Ascendancy at 03:15see stats

Race through fireRaced through the fires of the Charred Scar to stop the Sorcerers.
By Istellis the Vor'tep Discordant level 4410th Dusk 123rd year of Ascendancy at 12:43see stats

Rescuer of the lostRescued the merchant from the assassin lord.
By Istellis the Vor'tep Discordant level 1974th Dusk 122nd year of Ascendancy at 14:52see stats

Size mattersDid over 600 damage in one attack.
By Istellis the Vor'tep Discordant level 4310th Flare 123rd year of Ascendancy at 08:53see stats

SlidersActivated a portal using the Orb of Many Ways.
By Istellis the Vor'tep Discordant level 3360th Regrowth 123rd year of Ascendancy at 13:12see stats

Tactical masterFought the two Sorcerers without closing any invocation portals.
By Istellis the Vor'tep Discordant level 5023rd Haze 123rd year of Ascendancy at 14:18see stats

That was closeKilled your target while having only 1 life left.
By Istellis the Vor'tep Discordant level 1743rd Dusk 122nd year of Ascendancy at 18:30see stats

The ArenaUnlocked Arena mode.
By Istellis the Vor'tep Discordant level 111st Flare 122nd year of Ascendancy at 17:56see stats

The Legend of GarkulLearned the five chapters of the Legend of Garkul.
By Istellis the Vor'tep Discordant level 2942nd Regrowth 123rd year of Ascendancy at 23:48see stats

The Sun Still ShinesAeryn survived the last battle.
By Istellis the Vor'tep Discordant level 5023rd Haze 123rd year of Ascendancy at 14:18see stats

The secret cityDiscovered the truth about mages.
By Istellis the Vor'tep Discordant level 1743rd Dusk 122nd year of Ascendancy at 00:25see stats

There and back againOpened a portal to Maj'Eyal from the Far East.
By Istellis the Vor'tep Discordant level 3513rd Pyre 123rd year of Ascendancy at 23:29see stats